Sewer Goblin

Parg the Smart's page

6 posts. Alias of Shub-Niggurath's cousin Al.


Race

Goblin

Classes/Levels

Wordcasting Arcanist (Unlettered Arcanist) 3 | HP 18/18 | AC 13, touch 13 Flat-footed 11 | CMB -1 | CMD 11 | Fort +5, Ref +4, Will +4 | Perception +3 | Arcane Reservoir 6/6

Gender

Male

Alignment

LE

Strength 8
Dexterity 14
Constitution 13
Intelligence 18
Wisdom 10
Charisma 8

About Parg the Smart

Statistics:
Male Wordcasting Arcanist (Unlettered Arcanist) 1
LE Small Humanoid (Goblinoid)
Init +6; Senses Perception +3; Darkvision 60 ft.
------------------------------
DEFENSE
------------------------------
AC 13, touch 13, flat-footed 11 (+2 dex, +1 size)
hp 18 (3d6+6)
Fort +5, Ref +4, Will +4
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Punching Dagger +0 (1d3-1)

Ranged Light Crossbow +3 (1d6)
------------------------------
STATISTICS
------------------------------
Str 8, Dex 14, Con 13, Int 18, Wis 10, Cha 8
Base Atk +1; CMB -1; CMD 11
Traits Clever Wordplay (UMD), Bouncy
Feats Toughness, Improved Initiative
Skills (18 points; 6 class, 12 INT) Knowledge (Arcana) +10, Knowledge (Nature, Planes, Religion) +8, Perception +3, Spellcraft +10, Stealth +13, Use Magic Device +10

Languages Common

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fast: Goblins are fast for their size, and have a base speed of 30 feet.

Darkvision: Goblins can see in the dark up to 60 feet.

Skilled: +4 racial bonus on Ride and Stealth checks.

Weapon and Armor Proficiencies: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: An unlettered arcanist casts arcane spells drawn from the witch spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they're cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn't yet used up her spell slots per day for that level.

To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against an arcanist's spell is 10 + the spell's level + the arcanist's Intelligence modifier.

An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given in the table above. In addition, she receives bonus spells per day if she has a high Intelligence score.

An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on the table above. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.

An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.

Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).

Familiar (Ex): At 1st level, an unlettered arcanist forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid an arcanist by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when the arcanist prepares spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcane reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

6/6 points

Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC of an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.

Potent Magic (Su): Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase a spell's DC, it increases by 2 instead of 1.

Quick Study (Ex): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Words and Wordspells:

------------------------------
Wordspells Prepared
------------------------------
0th (at will)
Selected Spark
Selected Cramp
Cone Cramp
Cone Sense Magic
Selected Soothing Touch

1st (5/day)
Selected Lesser Cure
Selected Servitor 1
Personal Force Shield

------------------------------
Words in Familiar
------------------------------
Effect Words
0- Bleeding Wounds
Cramp
Decipher
Sense Magic
Soothing Touch
Spark

1st- Burning Flash
Fade
Fog Bank
Force Shield
Friendship
Glide
Lesser Cure
Nature's Calm
Servitor 1
Shock Arc

Target Words
0- Cone, Personal, Selected

1st- Burst, Line

Meta Words (1/day)
0- Boost, Distant

1st- Careful

Gear:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-19.5 lb. Medium 20-40 lb. Heavy 40.5-80 lb.
Current Load Carried 6.5 lb.
Punching Dagger- 1/2 lb.
Light Crossbow- 2 lbs.
20 crossbow bolts- 1 lb.
Barbed Vest- 2 lbs.
Cloak of Resistance +1- 1/2 lb.
6 Anchor Feather Tokens -0 lbs.
Necklace of Fireballs, Type I- 1/2 lb.
Ratty leather cap -0

Money 36 GP 0 SP 0 CP

Familiar: Snuffles the Rat:
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +1

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Natural, +2 Dex, +2 size)
hp (1HD)
Fort +2, Ref +4, Will +1

OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2
Base Atk +1; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth

Familiar Abilities:
+2 to master's Fort save

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. (Useless to a wordcaster)

Description: Parg is a round, squinty-eyed goblin with a stylishly ratty pointed hat. He is never seen without his best friend Snuffles perched on his shoulder.

Personality: Parg is extremely arrogant, believing himself to be the smartest goblin ever. While quite knowledgeable, his constant shouting about his greatness makes most of the other goblins dislike him. His main soft soft is his rat Snuffles, who he spoils constantly. Even moreso than most goblins, Parg HATES writing. He will go out of his way to snuff out any and all written words he sees in order to protect his precious head-words. He dreams of one day taking control of a goblin army.

Backstory: Although Parg claims to be the smartest goblin in the history of goblins, his rise to his current position was started by him being dumb. One day, while foraging for food, he came across a destroyed wagon and several dead longshanks. Like any goblin wound do, he immediately went about looting everything he could get his hands on. That proved to be a bad move, however, for when he opened a leather tube, he happened upon a piece of paper. He opened it, and immediately dropped it, for it had horrible writing on it! Unfortunately, he had already gotten an eyeful of it, and so he felt the words in his head start to pour out of his ears. He dropped to the ground, feeling his poor gobliny soul trying to slip out, and gave up on life. At that time, however, a stray rat climbed his head and started nibbling his ear. Parg thought he had lost most of the words in his head, but when that rat touched his noggin he felt new, magical words start to seep in. He sat up, claimed the rat as his own, and went back to his village, his head full of cool new words of fire and pain.